Gaming machine

ABSTRACT

The gaming machine in accordance with the present invention comprises first and second display means for displaying an image; display control means for controlling the display of the first and second display means; and touch input means for inputting input information corresponding to a touch position of a finger. In this gaming machine, after the game shifts from a base game to a bonus game, a gaming image including a help operation key image for displaying a gaming explanation image concerning a gaming content in the bonus game is displayed by the first display means, and the gaming explanation image is displayed by the second display means when the input information corresponding to the help operation key image is fed from the touch input means.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims the benefit of priority fromthe prior Japanese Application No. 2004-55067, filed on Feb. 27, 2004the entire contents of which are incorporated herein by reference.

This application is related to co-pending U.S. patent applicationentitled “GAMING MACHINE” referred to as the prior Japanese PatentApplication No. 2004-55093, filed in Japan on February 27. Theco-pending application including the specification, drawing, and claimsare expressly incorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine having a function ofdisplaying explanation concerning contents of a game.

2. Related Background Art

There have conventionally been many gaming machines having a function(which will also be referred to as “help function” in the following) ofproviding players who are not accustomed to gaming operations such asbeginners in particular with explanations concerning gaming contents(the gaming being also referred to as “game” in the following).

Known as an example of such gaming machines is one disclosed in JapanesePatent Application Laid-Open No. 2002-191753 (hereinafter referred to as“Patent Document 1”). The gaming machine disclosed in Patent Document 1is a so-called slot machine, which comprises a reel performing variabledisplays by rotating or scrolling, and a liquid crystal display device.This gaming machine can display explanations concerning gaming contentson the liquid crystal display device while a slot game is being played.Players can display explanations concerning gaming contents or selecttheir wanted explanations by operating a cross key disposed near theliquid crystal display device (which will also be referred to as “helpoperation”). There have also been gaming machines in which a liquidcrystal display device is provided with a touch panel, so that the helpoperation is performed by operations on the touch panel.

SUMMARY OF THE INVENTION

In the conventional gaming machines such as the one disclosed in theabove-mentioned Patent Document 1, however, it is troublesome forplayers to perform the help operation with the cross key provided nearthe liquid crystal display device or touch panel while proceeding withgames. When a time limit is set for operations for proceeding with gamesor the like in particular, it is quite difficult for players to performthe help operation while proceeding with the games.

In view of the problems inherent in the above-mentioned prior art, it isan object of the present invention to provide a gaming machine which caneasily carry out an operation for acquiring explanations concerninggaming contents while proceeding with game.

For achieving the above-mentioned object, the present invention providesa gaming machine comprising first display means and second display meansfor displaying an image; display control means for controlling thedisplay of the first and second display means; shift determining meansfor determining whether a shift condition for shifting a game from abase game to a bonus game is satisfied or not; and shifting means forshifting the game from the base game to the bonus game according to aresult of determination by the shift determining means; the gamingmachine further comprising touch input means, disposed in front of thefirst display means, for inputting input information corresponding to atouch position of a finger; wherein, after the shifting means shifts thegame to the bonus game, the display control means causes the firstdisplay means to display a gaming image including a help operation keyimage for displaying a gaming explanation image concerning a gamingcontent in the bonus game, and causes the second display means todisplay the gaming explanation image when the input informationcorresponding to the help operation key image is fed from the touchinput means.

Since a gaming image including a help operation key image for displayinga gaming explanation image concerning a gaming content in a bonus gameis displayed in the first display means in the present invention,operations for acquiring explanations concerning gaming contents caneasily be carried out while seeing gaming images during gaming.

The display control means may display as the gaming image an imageincluding a gaming operation image for performing a gaming operation inthe bonus game.

This allows an image including a gaming operation image to be displayedas the gaming image, whereby players can perform an input operationwhile seeing the gaming operation image in the bonus game, and thus caneasily carry out an operation for acquiring explanations concerninggaming contents even during proceeding with game.

In this case, the gaming machine may further comprise operationdeactivating means by which, in first and second game operationssequentially performed by a player with the gaming operation image, thesecond game operation is deactivated after a predetermined period fromthe first game operation.

When a time limit is set for such an operation with a gaming operationimage, operations for acquiring explanations concerning gaming contentscan be performed quickly in the present invention, whereby affects onthe proceeding with game can be reduced, and the fun of gaming can bemaintained.

The present invention will be more fully understood from the detaileddescription given hereinbelow and the accompanying drawings which aregiven by way of illustration only, and thus are not to be considered aslimiting the present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing the overall configuration of agaming machine which is the gaming machine in accordance with anembodiment of the present invention;

FIG. 2 is a front view showing a lower image display of the gamingmachine shown in FIG. 1;

FIG. 3 is a perspective view showing a configuration of reels;

FIG. 4 is a perspective view showing one of the reels shown in FIG. 3;

FIG. 5 is a perspective view showing a schematic configuration of aliquid crystal display device as seen from the backside of a cabinet;

FIG. 6 is an exploded perspective view of a part of the liquid crystaldisplay device;

FIG. 7 is a block diagram of the gaming machine focused on its internalconfiguration;

FIG. 8 is a block diagram showing an image control circuit;

FIG. 9 is a flowchart showing an operation procedure of a main processfrom the start to end of a game in the gaming machine;

FIG. 10 is a flowchart showing an operation procedure of the lotteryprocess shown in FIG. 9;

FIG. 11 is a flowchart showing an operation procedure of a base gameprocess;

FIG. 12 is a chart showing an example of contents of a stop table;

FIG. 13 is a view showing an example of state where the reels arestopped in the base game process;

FIG. 14 is a view showing an example of the lower image display whenperforming a bonus game;

FIG. 15 is a view showing an example of the upper image display whenperforming a bonus game;

FIG. 16 is a view showing an example of the upper image display when ahelp key is pressed;

FIG. 17 is a view showing an example of tile images;

FIG. 18A is a view showing a step of proceeding with a tile game,whereas FIG. 18B is a view showing a step subsequent to FIG. 18A;

FIG. 19A is a view showing a step subsequent to FIG. 18B, whereas FIG.19B is a view showing a step subsequent to FIG. 19A;

FIG. 20 is a flowchart showing an operation procedure of the tile game;

FIG. 21 is a flowchart showing an operation procedure of a tilearranging process; and

FIG. 22 is a flowchart showing an operation procedure of another tilegame.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

In the following, preferred embodiments of the present invention will beexplained in detail with reference to the accompanying drawings. In theexplanation of the drawings, constituents identical or equivalent toeach other will be referred to with numerals identical to each otherwithout repeating their overlapping descriptions.

In the embodiments, a case where the present invention is applied to agaming machine having variable display means for variably displayingsymbols will be explained while taking the following gaming machine 1 byway of example. This gaming machine 1 performs different kinds of gamingwhose contents differ from each other, i.e., the first game for variablydisplaying a plurality of symbols and the second game for displayingtile images showing a plurality of tiles stepwise subsequent to thefirst game. Also, the gaming machine 1 is a coin insertion type gamingmachine which requires a coin to be inserted for starting the gaming.

Overall Configuration of Gaming Machine

FIG. 1 is a perspective view showing the overall configuration of thegaming machine 1. The gaming machine 1 is a gaming machine in accordancewith an embodiment of the present invention, and includes variabledisplay means which variably displays a plurality of symbols and allowsa slot game using the variable display of a plurality of symbols to beplayed. The slot game is the first game.

The gaming machine 1 includes an upper image display 4 and a lower imagedisplay 5 successively arranged from the upper side in front of acabinet 2. The upper image display 4 includes a help display section 4e, which will be explained later, and constitutes the second displaymeans in the present invention, thereby displaying a gaming explanationimage concerning gaming contents, which will be explained later. Thelower image display 5 displays a gaming image, and constitutes the firstdisplay means in the present invention. The lower image display 5 isdisposed at substantially the vertical center of the cabinet 2, whereasthree mechanical reels 3L, 3C, 3R are arranged rotatablely in ahorizontal row within the cabinet 2 so as to correspond to the lowerimage display 5.

The reels 3L, 3C, 3R can be seen from the outside through symbol displaywindows 21L, 21C, 21R of the lower image display 5, which will beexplained later. As will later be explained in detail, the reels 3L, 3C,3R have respective outer peripheries each illustrated with symbolcolumns having a plurality of kinds of symbols (not depicted), therebyconstituting variable display means which are rotatable such that thesymbols are displayed variably, each rotating at a fixed speed (e.g., 80rpm).

The symbol display windows 21L, 21C, 21R are provided with ahorizontally extending pay line L1 so as to correspond to the reels 3L,3C, 3R as shown in FIG. 2. Though not depicted, upper and lower paylines may separately be provided in addition to the pay line L1, and twooblique lines may further be provided. When a plurality of pay lines areprovided, it will be preferred if the number of lines varies dependingon the number of coins inserted. In this case, the pay lines becomeindividually active in response to the number of inserted coins andoperations of BET switches 9, 10 which will be explained later. Theactive pay lines are referred to as activated lines or pay lines aswell. For example, only the center pay line L1 becomes an activated linewhen a player inserts one coin into a coin insertion slot 6 which willbe explained later, the upper and lower pay lines become active inaddition to the pay line L1 when two coins are inserted, and all the paylines become active when three coins are inserted. Though FIG. 2 shows astate where symbols are stopped only on the pay line L1 for easierviewing, each of the symbol display windows 21L, 21C, 21R usuallydisplays three symbols in a vertical row.

In the gaming machine 1, a substantially horizontal base portion 11 isdisposed under the lower display 5. The base portion 11 is provided withthe coin insertion slot 6, a bill insertion slot 7, a spin switch 8, a1-BET switch 9, and a maximum BET switch 10.

The coin insertion slot 6 is provided in order for a player to insertcoins for betting on games, and includes an inserted coin sensor 6 a(see FIG. 7) for outputting a signal indicative of the coin insertion.The bill insertion slot 7 is provided in order for the player to insertbills, and includes an inserted bill sensor 7 a (see FIG. 7) foroutputting a signal indicative of the bill insertion. The spin switch 8is provided in order for the player to perform an operation for startinga variable display of symbols by rotating the reels 3L, 3C, 3R withinthe respective symbol display windows 21L, 21C, 21R, i.e., an operationfor starting a game. The 1-BET switch 9 is provided for activating asetting for betting one coin by one operation. The maximum BET switch 10is provided for activating a setting for betting the maximum number ofcoins that can be bet on one game by one operation.

At the bottom part of the cabinet 2, the gaming machine 1 is providedwith a coin payout opening 13 and a coin receiving tray 14 forcollecting the paid-out coins. Further, speakers 12L, 12R are disposedon the left and right sides of the coin payout opening 13, respectively.

Explanation of Image Display Sections

As shown in FIG. 2, the lower image display 5 includes the symboldisplay windows 21L, 21C, 21R; frame display windows 22L, 22C, 22R; anda effect image display area 5 a. Contents displayed on the lower imagedisplay 5 vary depending on the variable display mode and stop mode ofthe reels 3L, 3C, 3R and contents of actions of a liquid crystal displaydevice 41 which will be explained later. The lower image display 5 isalso provided with a BET number display section 16, a payout displaysection 18, a credit display section 19, etc., which are not depicted inFIG. 2.

The symbol display windows 21L, 21C, 21R are provided so as tocorrespond to the reels 3L, 3C, 3R, respectively, and are areas fordisplaying the symbols illustrated on the reels 3L, 3C, 3R in arecognizable fashion. When the reels 3L, 3C, 3R are in a rotating stateor their rotation is stopped, their corresponding symbol display windows21L, 21C, 21R are displayed in a transparent fashion such that thesymbols illustrated on the reels 3L, 3C, 3R being scrolled by the playerare recognizable, whereas effect images by still images and movingimages, e.g., symbols, letters, figures, marks, and characters, are notdisplayed.

The frame display windows 22L, 22C, 22R are disposed so as to surroundtheir corresponding symbol display windows 21L, 21C, 21R, and functionas respective display windows for the symbols illustrated on the reels3L, 3C, 3R.

The effect image display area 5 a displays images indicatingexplanations concerning gaming contents, information allowing players toproceed with the gaming advantageously, and effect image for enhancingthe joy of gaming.

The upper image display 4 changes its contents of display depending oncontents of operations of a liquid crystal display device 140 which willbe explained later.

Configuration of Reels

As shown in FIG. 3, the reels 3L, 3C, 3R, each being freely rotatable,are arranged in a horizontal row and have the same configuration. Asshown in FIG. 4, the reel 3L comprises a cylindrical frame in which twoannular frames 25, 26 having the same form are arranged with apredetermined gap therebetween, and are connected to each other by aplurality of connecting members 27. The reel 3L includes a transmissionmember 28 for transmitting the driving force of a stepping motor M1 (seeFIG. 7) disposed at the center part of the cylindrical frame to theannular frames 25, 26 as shown in FIG. 4, while a reel sheet which isnot depicted is attached to a side face part so as to cover theconnecting members 27. The reel sheet is illustrated with a plurality ofsymbols. Though symbols such as those in a stop table 90 shown in FIG.12 which will be explained later are assumed to be the symbols in thereel sheet here, they are not restrictive as a matter of course. Thoughnot depicted, the reels 3L, 3C, 3R may be provided with anLED-accommodating circuit board and an LED lamp on the backside ofhorizontal three rows each of symbols appearing in the symbol displaywindows 21L, 21C, 21R (nine in total) when the reels 3L, 3C, 3R arestopped, respectively. This allows the LED lamp to emit white light fromthe backside of the reel sheet, so as to illuminate the lower imagedisplay 5, thereby representing gaming contents by devising the way ofillumination.

Explanation of Liquid Crystal Display Device

The liquid crystal display device 41 constituting the lower imagedisplay 5 will now be explained with reference to FIGS. 5 and 6. FIG. 5is a perspective view showing a schematic configuration of the liquidcrystal display device 41 as seen from the backside of the cabinet 2.FIG. 6 is an exploded perspective view of a part of the liquid crystaldisplay device 41.

The liquid crystal display device 41 is disposed in front of the reels3L, 3C, 3R while being separated therefrom by a predetermined distanceand extending thereover. The liquid crystal display device 41 comprisesa protective glass sheet 42; a display plate 43; a liquid crystal panel44; a lightguide plate 45; a reflecting film 46; fluorescent lamps 47 a,47 b, 48 a, 48 b which are white light sources; lamp holders 49 a to 49h; and a flexible substrate (not depicted) which is connected to aterminal part of the liquid crystal panel 44 and constituted by a tablecarrier package (TCP) mounted with an IC for driving the liquid crystalpanel 44.

The protective glass sheet 42 and display plate 43 are transparent tolight. The protective glass sheet 42 is mainly provided for protectingthe liquid crystal panel 44. The display plate 43 is illustrated with apredetermined image which is not depicted.

The liquid crystal panel 44 is constituted by a transparent substratesuch as a glass sheet formed with a thin-film transistor, a transparentsubstrate opposing the above-mentioned transparent substrate, and aliquid crystal sealed between them, and forms the symbol display windows21L, 21C, 21R. The liquid crystal panel 44 is configured normally whitesuch that it displays white (light is transmitted on the display surfaceside and visible from the outside) in a state where no voltage isapplied to the liquid crystal (the liquid crystal is not driven),whereby the reels 3L, 3C, 3R are visible from the front side. When theliquid crystal panel 44 configured normally white as such is provided,even if the sealed liquid crystal cannot be driven, the symbolsillustrated on the reels 3L, 3C, 3R can be seen through the symboldisplay windows 21L, 21C, 21R, whereby the player can play gaming whileseeing the variable displays and stop displays of the reels 3L, 3C, 3R.

The lightguide plate 45 is transparent to light, and is disposed on thebackside of the liquid crystal panel 44 in order to guide the light fromthe fluorescent lamps 47 a, 47 b to the liquid crystal panel 44.

The reflecting film 46 is provided in order to reflect the lightintroduced to the lightguide plate 45 toward the front face of thelightguide plate 45, and is constituted by a white polyester film oraluminum thin film and a silver deposition film formed thereon. Thereflecting film 46 includes a reflecting area 46A and a nonreflectingareas 46BL, 46BC, 46BR. The nonreflecting areas 46BL, 46BC, 46BR aremade of a transparent material, and are formed as a light-transmittingpart which transmits incident light therethrough without reflecting it.The nonreflecting areas 46BL, 46BC, 46BR are formed so as to correspondto the symbol display windows 21L, 21C, 21R, and are each disposed infront of three symbols arranged in a vertical row appearing when theircorresponding reels 3L, 3C, 3R are stopped. The reflecting area 46Areflects the incident light, and acts as illuminating means mainly forregions corresponding to the frame display windows 22L, 22C, 22R andeffect image display area 5 a in the area of the liquid crystal panel44.

The fluorescent lamps 47 a, 47 b are disposed along upper and lower endparts of the lightguide plate 45, and their both ends are supported bytheir corresponding lamp holders 49 a, 49 b, 49 g, 49 h. The florescentlamps 47 a, 47 b generate light to be introduced into the lightguideplate 45, and acts as illuminating means mainly for regionscorresponding to the frame display windows 22L, 22C, 22R and effectimage display area 5 a in the area of the liquid crystal panel 44.

The fluorescent lamps 48 a, 48 b are disposed so as to be directed tothe reels 3L, 3C, 3R at upper and lower positions on the backside of thereflecting film 46. Namely, the light emitted from the fluorescent lamps48 a, 48 b is reflected by the surfaces of the reels 3L, 3C, 3R, so asto be made incident on the nonreflecting areas 46BL, 46BC, 46BR, thusilluminating the liquid crystal panel 44. Therefore, the fluorescentlamps 48 a, 48 b act as illuminating means for the symbols disposed onthe reels 3L, 3C, 3R, and illuminating means for regions correspondingto the symbol display windows 21L, 21C, 21R in the reflecting film 46.

The liquid crystal display device 140 has the same configuration as thatof the liquid crystal display device 41 except that a touch panel 56which will be explained later is not disposed in front and that thereels 3L, 3C, 3R are not disposed on the backside.

Internal Configuration of Gaming Machine

FIG. 7 is a block diagram of the gaming machine 1 focused on itsinternal configuration. The gaming machine 1 comprises a plurality ofconstituents centered at a control board 71 including a microcomputer31. The control board 71 comprises the microcomputer 31, a random numbergenerator 35, a sampling circuit 36, a clock pulse generating circuit37, a divider 38, a hopper driving circuit 63, a payout completionsignal circuit 65, a display section driving circuit 67, a soundgenerating IC 78, a power amplifier 79, and an image control circuit 81.

The microcomputer 31 comprises a CPU (Central Processing Unit) 32, a RAM(Random Access Memory) 33, and a ROM (Read Only Memory) 34. The CPU 32operates as various means characterizing the present invention accordingto programs stored in the ROM 34, and inputs/outputs signals from/toother constituents by way of an I/O port 39, thereby controllingoperations of the gaming machine 1 as a whole. The RAM 33 stores dataand programs used when the CPU 32 operates. For example, the RAM 33temporarily holds a random number value sampled by the sampling circuit36, which will be explained later, after a game is started, and storescode numbers of the reels 3L, 3C, 3R and symbol numbers. The ROM 34stores programs executed by the CPU 32, and permanent data.

The random number generator 35 operates as instructed by the CPU 32, soas to generate random numbers within a fixed range. As instructed by theCPU 32, the sampling circuit 36 samples a given random number from amongthe random numbers generated by the random number generator 35, andfeeds thus sampled random number to the CPU 32. The clock pulsegenerating circuit 37 generates a reference clock for actuating the CPU32, whereas the divider 38 feeds the CPU 32 with a signal obtained whendividing the reference clock by a predetermined period.

A reel driving unit 50 is connected to the control board 71. The reeldriving unit 50 includes a reel position detecting circuit 51 fordetecting respective positions of the reels 3L, 3C, 3R, and a motordriving circuit 52 for feeding driving signals to motors M1, M2, M3 forrotating the reels 3L, 3C, 3R, respectively. When the driving signalsare inputted from the motor driving circuit 52, the motors M1, M2, M3are actuated, so as to rotate the reels 3L, 3C, 3R, respectively. Inaddition, the spin switch 8, 1-BET switch 9, maximum BET switch 10,inserted coin sensor 6 a, and inserted bill sensor 7 a are connected tothe control board 71, so that respective signals are inputted therefrom.

The hopper driving circuit 63 drives a hopper 64 under the control ofthe CPU 32. The hopper 64 performs an action for paying out coins,whereby the coins are paid out from the payout opening 13. The payoutcompletion signal circuit 65 inputs coin number data from a coindetecting part 66 connected thereto and, when the number reaches apreset value, feeds the CPU 32 with a signal reporting that the payoutof coins is completed. The coin detecting part 66 counts the number ofcoins paid out from the hopper 64, and feeds data of thus counted numberto the payout completion signal circuit 65. The display section drivingcircuit 67 controls display operations of the individual displaysections (BET number display section 16, payout display section 18, andcredit display section 19).

The sound generating IC 78 inputs instructions from the CPU 32 andcontrols sound signals for outputting sounds from the speakers 12L, 12R.The power amplifier 79 inputs and amplifies the sound signals, so as tomake the speakers 12L, 12R output the sounds. This allows the speakers12L, 12R to output sounds, for example, for enhancing the joy of a gameat an appropriate period after starting the game.

Also, the touch panel 56 is connected to the CPU 32. The touch panel 56is the touch input means in the present invention, and is disposed so asto cover the front face of the protective glass sheet 42 in front of thelower image display 5. The touch panel 56 detects a position (touchposition) touched by a contact body such as a finger of a player, andfeeds the CPU 32 with information (corresponding input information)corresponding to a help key (help operation key image) 120, which willbe explained later, displayed on the lower image display 5 according tothe touch position.

The image control circuit 81 controls respective image displays in theliquid crystal display devices 41, 101, such that the liquid crystaldisplay devices 41 displays tile game images including a tile image 100,a board image 103, a give-up key 113, and the help key 120characterizing the present invention, and that the liquid crystaldisplay device 140 displays the help key 120, a point display section 4d, and the like which will be explained later.

As shown in FIG. 8, the image control circuit 81 includes an imagecontrol CPU 81 a, a work RAM 81 b, a program ROM 81 c, an image ROM 81d, a video RAM 81 e, and a VDP (Video Display Processor) 81 f. Inconformity to an image control program (concerning displays in theliquid crystal display devices 41, 101) stored in the program ROM 81 cbeforehand according to parameters set by the microcomputer 31, theimage control CPU 81 a determines images to be displayed on the liquidcrystal display devices 41, 101. The work RAM 81 b is constructed astemporary storage means when the image control CPU 81 a executes theimage control program.

The program ROM 81 c stores the image control program, various selectiontables, etc. The image ROM 81 d stores dot data for forming images. Thevideo RAM 81 e is constructed as temporary storage means used whenimages are formed by the VDP 81 f. The VDP 81 f includes a control RAM81 g, forms images in conformity to respective contents of displays onthe liquid crystal display devices 41, 101 determined by the imagecontrol CPU 81 a, and outputs thus formed images to the liquid crystaldisplay devices 41, 101.

Contents of Operations of Gaming machine

Contents of operations of thus configured gaming machine 1 will now beexplained with reference to flowcharts shown in FIGS. 9 to 11, 20, and21. The gaming machine 1 in accordance with this embodiment includes abonus game in addition to a base game. Though the base game is played, abonus game advantageous to the player is performed when the game shiftsto the bonus game. In the gaming machine 1, the base game is a slot gamein which a plurality of symbols are variably displayed, whereas thebonus game is a tile game proceeding while arranging tile images.Namely, the slot game is played as the first game, whereas the tile gameis played as the second game.

FIG. 9 is a flowchart showing an operation procedure of a main processfrom the start to end of a game in the gaming machine 1 as being dividedinto individual blocks. In FIGS. 9 to 11, 20, and 21, steps areabbreviated as S.

In the gaming machine 1, the CPU 32 controls the proceeding with game.When the main process is started as shown in FIG. 9, the gaming machine1 performs a start reception process at step 1, and a lottery process atstep 2 subsequent thereto. Next, a base game process is performed atstep 3 while the game is kept in the base game, and the flow proceeds tostep 4. At step 4, in response to the lottery process at step 2, the CPU32 operates as the shift determining means in the present invention, soas to determine whether a condition (shift condition) for shifting to abonus game is satisfied or not. If the shift condition is satisfiedhere, the flow proceeds to step 5; otherwise, the main process ends. Atstep 5, the CPU 32 operates as the shifting means in the presentinvention, so as to shift the game to the bonus game, whereby a bonusgame process is performed. Thereafter, the main process ends. In thefollowing, details of the individual blocks will be explained.

First, at the start reception process of step 1, the gaming machine 1under the control of the CPU 32 receives an operation for starting agame from a player. Since the gaming machine 1 is a coin insertion typegaming machine, for starting the game, the player initially inserts thenumber of coins to be bet on one game from the coin insertion slot 6,and operates the 1-BET switch 9 or maximum BET switch 10 when creditremains. Subsequently, the player operates the spin switch 8 (theseoperations being referred to as “starting operation” in the following).This starting operation feeds a start signal from the spin switch 8 tothe CPU 32.

Next, at step 2, the lottery process is performed. When the lotteryprocess is started, the flow proceeds to step 6 shown in FIG. 10, wherethe CPU 32 performs a symbol determining process. In the symboldetermining process, the CPU 32 operates as symbol determining means, soas to determine respective symbols of the reels 3L, 3C, 3R to be stoppedat the pay line L1. During the lottery process, the CPU 32 may instructthe image control circuit 81 to cause the liquid crystal display devices41, 101 to show displays for representing the game.

In the lottery process, upon detecting the starting operation of theplayer by the start signal from the spin switch 8 (i.e., with the adventof the starting of the game), the CPU 32 instructs the random numbergenerator 35 to generate random numbers within a fixed range. Also, theCPU 32 instructs the sampling circuit 36 to sample a given random numberfrom among the random numbers generated by the random number generator35. When the random number is sampled, the CPU 32 refers to anundepicted symbol determining table (table storing code numbers ofsymbols in association with the random numbers) stored in the ROM 34while using the sampled random number as a search key, and acquires thecode number of the corresponding symbol.

Next, setting thus acquired code number as a search key, the CPU 32refers to the stop table 90 shown in FIG. 12, and retrieves respectivesymbols displayed on the activated line when the reels 3L, 3C, 3R arestopped.

Here, as shown in FIG. 12, the stop table 90 is a table including a codenumber area 90 a for storing code numbers (of symbols) and a symbol area90 b for storing respective symbols corresponding to the code numbers,so that, when the code number area 90 a is searched through whilesetting a code number as a search key, corresponding symbols can beretrieved for the reels 3L, 3C, 3R. Individual symbols for the reels 3L,3C, 3R are registered in association with code numbers of “0” to “10” inthe symbol area 90 b. For example, C1 in FIG. 12 indicates a symbolcombination in which all the acquired code numbers for the reels 3L, 3C,3R are “0”.

This gaming machine 1 performs three sets in total of the random numbersampling and searching of the symbol determining table and stop table 90for the reels 3L, 3C, 3R, respectively. Namely, the table search iscarried out by the number corresponding to that of reels. Whenrespective symbols are determined for the reels 3L, 3C, 3R, reelstopping positions for stopping these symbols at the pay line L1 aredetermined.

When the reel stopping positions are determined, the CPU 32 proceeds tostep 7, and determines whether winning is attained or not by referringto a winning determining table stored in the ROM 34. The winningdetermining table registers any of winning symbol combinations andnon-winning symbol combinations in association with combinations of codenumbers (hereinafter referred to as “code number patterns”) in a mannerdistinguishable from each other. Since a code number patterncorresponding to the reel stopping positions is determined at step 6,reference is made to the winning determining table while setting thiscode number pattern as a search key, and whether winning is attained ornot is determined from the result of the reference.

Subsequently, the CPU 32 refers to a mode table, and performs a winningsymbol arrangement determining process for determining a winning symbolarrangement (which will also be referred to as “winning combination”).The mode table is used for determining a mode of winning (winning symbolarrangement), and registers respective payout amount corresponding toindividual winning symbol arrangements. Though not depicted, the modetable has the following contents in this embodiment. For example, awinning combination of “joker (symbol indicated by a in FIG. 12)” meansa case where a specific symbol appears. When this symbol appears at thepay line L1, the game shifts to the bonus game, whereby a bonus game isplayed (for example, the symbol combination shown in FIG. 2 is displayedon the lower image display 5 at this time). “3BAR-3BAR-3BAR” in whichthree symbols each comprising vertically aligning three “BARs” (3BAR;symbol indicated by b in FIG. 12) align refers to a payout amount of 5.A winning combination of “7-7-7” means that all the reels 3L, 3C, 3Rattain the symbol of “7” (symbol indicated by c in FIG. 12), and isregistered with a payout amount of 100 or the like.

Step 7 also determines the number of bonus games to be played when theresult of determination is a bonus game (i.e., when the above-mentionedjoker symbol appears). While the gaming machine 1 is adapted to play atile game, which will be explained later, as the bonus game, the numberof tile games to be played is determined at step 7. The lottery processends with step 7.

After the lottery process ends, the flow proceeds to step 3 shown inFIG. 9, where a base game process which will be explained later isperformed. Here, the reels 3L, 3C, 3R are rotated and then are stoppedso as to correspond to the result of lottery at step 2, and coins arepaid out according to the winning symbol arrangement when won. Next, atstep 4, the CPU 32 determines whether a shift condition for shifting toa bonus game is satisfied or not from the result of the winning symbolarrangement determining process at step 7. When the winning symbolarrangement allows the shift to the bonus game, the flow proceeds tostep 5, where a bonus game process is performed. Namely, the gameprogresses from a stage where the first game is played to a subsequentstage where the second game is played.

Bonus Game Process

In the gaming machine 1, a tile game is played as a bonus game. At thistime, the CPU 32 actuates the image control circuit 81 and controls theproceeding with the tile game in conformity to a flow chart which willbe explained later. In the tile game, tile game images including theboard image 103 are displayed on the lower image display 5. The tilegame proceeds along the flowcharts shown in FIGS. 20 and 21. Here, FIG.20 is a flowchart showing the procedure of the tile game process,whereas FIG. 21 is a flowchart showing the procedure of a tile arrangingprocess.

Upon starting the tile game process, the CPU 32 proceeds to step 20 ofthe flowchart shown in FIG. 20, whereby tile game images are displayedas gaming images on the lower image display 5. At step 21 subsequentthereto, other tile game images are displayed on the upper image display4. Then, an image (operation image) shown in FIG. 14 is displayed on thelower image display 5, whereas an image (various display image) shown inFIG. 15 is displayed on the upper image display 4. At step 22 subsequentthereto, the image control circuit 81 is instructed to display a tilearrangement request message (e.g., “Arrange A Tile At A Favorite Place”)onto the lower image display 5. Then, the flow proceeds to step 23,where the tile arranging process is performed. After the completion ofthe tile arranging process, the tile game ends.

A tile game image displayed on the lower image display 5 includes thefollowing constituents. Namely, this tile game image includes a boardimage 103 at the center, and a score display section 110, a line displaysection 111, and a give-up key (GIVE UP) 113 on the left side thereof.Arranged on the lower side of the board image 103 are a wager displaysection (WAGER) 114, a prize display section (WIN) 115, a payout displaysection (PAID) 116, and a credit (CREDIT) display section 117. Disposedon the right side of the board image 103 are a next tile display section(NEXT) 118, a point display section (POINT) 119, and a help key (HELP)120 characterizing the present invention. The board image 103, thegive-up key (GIVE UP) 113, and the image displayed on the next tiledisplay section (NEXT) 118 constitute the gaming operation image in thepresent invention, and are displayed under the control of the CPU 32operating as the display control means.

The board image 103 is an image showing an arrangement board (alsoreferred to as arrangement plate) for the player to arrange tilesindicated by a tile image 100 which will be explained later, andincludes a frame 101 forming an outer frame, and a game board 102disposed therewithin and constituted by a plurality of tile plates 102a, 102 b, 102 c, . . . , each acting as a site to place a tile.

The score display section 110 displays the total point acquired by theplayer, whereas the line display section 111 displays the number ofcompleted lines which will be explained later.

The give-up key 113, which will later be explained in detail, allows theplayer to quit proceeding with a tile game when operated while playingthe tile game. The give-up key 113 makes inputs active under a fixedcondition, and changes (e.g., reverse black and white) its display whenmade active.

The wager display section 114, prize display section 115, payout displaysection 116, and credit display section 117 display respective amountswaged, won, paid out, and credited. The next tile display section 118sequentially displays the tile images 100 of tiles to be arranged, whichwill be explained later, in conformity to the proceeding with game. Thepoint display section 119 displays the point acquired by the player. Thehelp key 120 is the help operation key image in the present invention,and is an operation key for causing a gaming explanation image, whichwill be explained later, to be displayed at the help display section 4e, which will be explained later, in the upper image display 4 whenoperated. Under the control of the CPU 32 operating as the displaycontrol means, the help key 120 is displayed on the lower image display5.

In the tile game, the player refers to the tile game image, andrepeatedly performs an operation (hereinafter referred to as“arrangement operation”) in which a tile indicated by the tile image 100in the next tile display section 118 is arranged at a desirable tileplate 102 a, 102 b, 102 c, . . . . The tile game is game in which apoint is calculated from a tile group constituted by a plurality oftiles finally arranged on the game board 102.

On the other hand, the upper image display 4 comprises a title displaysection 4 a for displaying a title, a effect image display section 4 bfor displaying an image for representing the tile game, and a totalpoint display section 4 c. Respective images of these display sectionsare displayed under the control of the CPU 32 operating as the displaycontrol means.

Then, at step 23 where the tile arranging process is started, the CPU 32performs the process as follows according to the flowchart shown in FIG.21.

After starting the process, the CPU 32 proceeds to step 31, so as tocause the next tile display section 118 to display the tile image 100indicating a tile (hereinafter referred to as “arrangement tile”) to bearranged on the game board 102 by the player.

Here, the tile image 100 is an image indicating a tile having a regularhexagon, which includes a vertical line 100 a, a right oblique line 10b, and a left oblique line 100 c as shown in FIG. 17. The vertical line100 a, right oblique line 10 b, and left oblique line 100 c areillustrated with numbers of “5”, “4”, and “6”, respectively. Therespective numbers (hereinafter referred to as “line numbers”) attachedto the lines form a basis for calculating a point acquirable by theplayer (as will be explained later in detail).

The gaming machine 1 provides 19 tile images 100 indicating arrangementtiles (i.e., 19 arrangement tiles are prepared), each comprising thevertical line 100 a, right oblique line 100 b, and left oblique line 100c with different line numbers attached thereto.

Next, at step 32, the CPU 32 determines whether the arrangement tileindicated by the tile image 100 displayed on the next tile displaysection 118 is the first tile or not. When the arrangement tile disposedat the next tile display section 118 is the first tile, the flowproceeds to step 34. When the tile is the second or later tile, the flowproceeds to step 33.

At step 33, the CPU 32 determines whether or not a predetermined time (5seconds in this embodiment) has passed after moving the arrangement tiledisposed at the next tile display section 118 in the previous session.When it is determined that the predetermined time has passed, the CPU 32operates as the operation deactivating means and proceeds to step 41,which will be explained later, in order to annul the player'sarrangement operation. When the player's arrangement operation isdeactivated, an arrangement tile is automatically arranged at the gameboard 102. When it is determined to be within the predetermined time, onthe other hand, the flow proceeds to step 34.

At step 34, the CPU 32 determines whether the arrangement tile indicatedby the tile image 100 displayed on the next tile display section 118 isarranged at the game board 102 or not, i.e., whether the player hasperformed an arrangement operation or not. When the arrangement tile isarranged at the game board 102 (the player has performed an arrangementoperation) here, the flow proceeds to step 35; otherwise, the flowreturns to step 31.

At the time of arrangement operation, the player performs the followingoperation. Here, the player touches the display position of the tileimage 100 in the touch panel 56 with a contact body such as a finger,and moves it on the touch panel 56 to a desirable tile plate 102 a, 102b, . . . while keeping the contact body in contact therewith. Thisdisplays such an image as if the tile image displayed on the next tileimage display section 118 moves onto its corresponding tile plate (tileplate 102 b in FIG. 18B) in conformity to the player's arrangementoperation as shown in FIG. 18A.

Subsequently, the CPU 32 adds 1 to the tile counter n (counterindicating the number of tiles arranged at the game board 102) at step35, and proceeds to step 36, so as to determine whether the resultingtile counter n is at least 7 or not. When this condition is satisfied,the flow proceeds to step 37 subsequent thereto, where inputs of thegive-up key 113 become active. Therefore, this condition is a condition(hereinafter referred to as “active condition”) for making inputs of thegive-up key 113 active. When this active condition is satisfied, theflow proceeds to step 37; otherwise, the flow returns to step 31, so asto cause the next tile display section 118 to display the tile image 100indicating the next arrangement tile, and make the player perform theabove-mentioned arrangement operation.

As the player repeatedly performs the arrangement operation in themanner mentioned above, the gaming proceeds stepwise, so as to displaysuch an image as if the tile image 100 of the arrangement tile displayedon the next tile display section 118 sequentially moves to the tileplates 102 a, 102 b, . . . within the game board 102 as shown in FIG.19A, along which the tile counter n increases one by one.

When the active condition of step 34 is satisfied, on the other hand,the flow proceeds to step 37, where an effectuating process for makinginputs of the give-up key 113 active is performed, so that the activegive-up key 113 is displayed together with a message (e.g., GIVE-UP KEYOK!) indicating that inputs of the give-up key 113 are active, and theflow proceeds to step 38. Here, it is determined whether there is aninput of the give-up key 113 or not. When the player touches the give-upkey 113 by a contact body such as a finger, corresponding inputinformation corresponding to the give-up key 113 is fed from the touchpanel 56 to the CPU 32, whereby the CPU 32 determines whether or notthere is an input from the give-up key 113 according to whether thecorresponding input information is inputted or not. When there is aninput from the give-up key 113, the flow proceeds to step 39; otherwise,the flow proceeds to step 40.

The flow proceeds to step 39 when the player operates the active give-upkey 113, i.e., when the player gives up further proceeding with game orabandons the proceeding with game after being fed up with game. Here,for minimal point warranty by which the player is provided with theminimal point, the gaming machine 1 automatically arranges the remainingtiles as follows so as to include contents of proceeding with gameperformed until the give-up key 113 was operated after starting the tilegame. The automatic arrangement of remaining tiles displays such animage as if the tile images 100 of the arrangement tiles left withoutbeing arranged at the game board 102 (remaining arrangement tiles) aresequentially arranged into the game board 102. Here, the CPU 32 performsthe automatic proceeding control displayed on the lower image display 5without the operation by the player, and clearly shows the player animage after operating the give-up key 113 until the end.

Then, at step 40, it is determined whether the tile counter n is “19” ornot (i.e., whether all the 19 arrangement tiles are disposed at the gameboard 102 or not). When the counter n is “19”, the flow proceeds to step41; otherwise, the flow returns to step 31, where the tile image 100 ofthe next arrangement tile is displayed on the next tile display section118.

At step 41, the CPU 32 calculates a point according to the arrangementtiles arranged within the game board 102. At step 42 subsequent thereto,the point is displayed at corresponding positions on the upper imagedisplay 4 and lower image display 5, whereas payout is effected, wherebythe tile arrangement operation is terminated. The point is calculated asfollows.

The flow proceeding to step 41 encompasses a case where the player hasarranged all of 19 arrangement tiles at the game board 102 by ownoperation, and the following case. Namely, it encompasses a case where,at a stage where the player has arranged some arrangement tiles (atleast 7 tiles in this embodiment but may be at least 2 tiles) at thegame board 102 by own operation, the proceeding with game is abandonedby an input from the give-up key 113, whereby the remaining tiles areautomatically arranged. As mentioned above, the automatic arrangement ofremaining tiles arranges all the 19 arrangement tiles at the game board102. Therefore, both cases are the same in that all the 19 arrangementtiles are arranged, whereby an image of a state where the game board 102is completely filled with 19 tile images 100 is displayed as shown inFIG. 19B.

Each tile image 100 comprises a vertical line 100 a, a right obliqueline 100 b, and a left oblique line 100 c which are provided withrespective line numbers. When a plurality of tiles are arranged, thelines in the tiles may connect with each other vertically, horizontally,or obliquely. Therefore, the CPU 32 finds out thus connected lines, andsums up the respective line numbers attached onto the lines, therebycalculating a point. The resulting line becomes a complete line. Thecomplete line number indicating the number of thus obtained completelines is displayed on the line display section 111.

Therefore, even when the player inputs the give-up key 113, if acomplete line constituted by the arrangement tiles 100 arranged untilthen is obtained, the point will be calculated by incorporating thiscomplete line. Hence, even if the player abandons the proceeding withgame after operating the give-up key 113, gaming contents until thenwill be reflected in the point calculation, whereby the gaming contentswith which the player has proceeded will not be wasted. After operatingthe give-up key 113, the flow may directly proceed from step 38 to step41 without performing step 39.

When the player touches the help key 120 on the lower image display 5during the proceeding with the foregoing bonus game, the gaming machine1 in accordance with this embodiment can cause the upper image display 4to display a gaming explanation image concerning gaming contents (imagefor explanations concerning gaming contents) in the bonus game such ashow to arrange tiles, operating method, rules, and payout amount tables.When the player touches the help key 120 on the lower image display 5,the upper image display 4 switches from the image shown in FIG. 15 tothe image shown in FIG. 16. The image on the upper image display 4 atthis time is displayed under the control of the CPU 32 operating as thedisplay control means. FIG. 16 is a view showing an example of the upperimage display 4 when the gaming explanation image concerning gamingcontents is displayed. In this drawing, the upper image display 4displays modes of complete lines, their respective payout amounts 4 d to4 i, etc.

Since the gaming explanation image concerning gaming contents isdisplayed on the upper image display 4 while the tile game image isdisplayed on the lower image display 5, the display of the gamingexplanation image does not affect the proceeding with game. Therefore,once started, the bonus game proceeds without interruption even when thehelp key 120 is touched so as to display the gaming explanation imageconcerning gaming contents on the upper image display 4. If the help key120 is disposed at a position distanced from the lower image display 5,it will be hard to operate the help key 120 so as to display the gamingexplanation image concerning gaming contents onto the upper imagedisplay 4 when a time (time limit) during which the arrangement tilescan be moved is set as in this embodiment, even when an explanationconcerning gaming contents is required to be displayed on the upperimage display 4 at the time of moving the arrangement tile from the nexttile display section 118.

However, since the tile game image includes the help key 120 asmentioned above, the help key 120 is displayed on the lower imagedisplay 5 in the gaming machine 1 in accordance with this embodiment.This makes it possible to operate the help key 120 easily while seeingthe tile game image during playing the bonus game, for example, whenmoving the arrangement tile from the next tile display section 118.

In the gaming machine 1 in accordance with this embodiment, the gamingexplanation image concerning gaming contents is displayed on the upperimage display 4 different from the lower image display 5 displaying thetile game image. This does not deteriorate the visibility of the tilegame image, whereby the display of the gaming explanation imageconcerning gaming contents does not obstruct the proceeding with thebonus game.

When the base game process is started at step 3 mentioned above, on theother hand, a slot game is played. Here, step 10 shown in FIG. 11 isinitially performed, whereby a rotating process is executed. Namely, theCPU 32 instructs the motor driving circuit 52 to actuate the motors M1,M2, M3. Then, the reels 3L, 3C, 3R rotate. Subsequently, at step 11, theCPU performs a stop control process so as to respond to the result ofdetermination at step 6. Namely, when a predetermined time has passedafter starting actuating the reels 3L, 3C, 3R, the CPU 32 outputs aninstruction to the motor driving circuit 52, so as to stop the reels 3L,3C, 3R such that the symbols determined by step 6 appear at the pay lineL1. In the stop control process, the CPU 32 outputs an instruction tothe motor driving circuit 52, so as to stop the reels automatically.Since the gaming machine 1 includes three reels 3L, 3C, 3R, it performsthree operations of determining stop positions of the reels (determiningsymbols to stop on the pay line). Namely, a stop position is determinedfor each reel.

This stop control process sequentially stops the reels 3L, 3C, 3L, asshown in FIG. 13 for example, such that the symbol of “7” appears ineach of the symbol display windows 21L, 21C, 21R, whereby a symbolcombination of “7-7-7” appears. Then, the flow proceeds to step 12,where a payout process is performed. Thereafter, the base game processends. When the payout process is started, the CPU 32 instructs thehopper driving circuit 63 to pay out coins by a number corresponding tothe number of payout (payout amount) determined by step 7, whereby thecoins are paid out from the hopper 64. When it is determined from asignal from the payout completion signal circuit 65 that the coins arepaid out, the CPU 32 terminates the payout process.

Though the present invention is specifically explained according to anembodiment in the foregoing, the present invention is not limited to theabove-mentioned embodiment. For example, at step 33, the CPU 32 maydetermine whether or not a predetermined time has passed from when thetile image is displayed on the next tile display section 118.

The first game may also be any of games other than the reel game, e.g.,card games such as poker and blackjack played by displaying card images,or a mahjong game.

The first game may be a tile game without playing the second game (suchthat only the tile game is played). The CPU 32 operates as the gamingproceeding control means in this case as well, and controls theproceeding with game as shown in FIG. 22.

First, at step 50, a coin insertion or an operation of a BET switch iswaited for. Upon the operation of the BET switch, the flow proceeds tostep 20, and subsequent steps are processed up to step 23 as mentionedabove.

Though the above-mentioned embodiment relates to the gaming machine 1including the mechanical reels 3L, 3C, 3R by way of example, the presentinvention is also applicable to pachislo machines including mechanicalreels 3L, 3C, 3R as a matter of course.

The gaming machine in accordance with the present invention does notalways need gaming with mechanical reels, whereby the present inventionis also applicable to gaming machines (not depicted) including the upperimage display 4 and lower image display 5 without the mechanical reels3L, 3C, 3R. For example, the present invention is applicable to gamingmachines displaying an image different from reel images as a gamingimage on the upper image display 4 or lower image display 5 (e.g., cardgaming machines which can play games such as poker and blackjack bydisplaying card images or mahjong gaming machines which can play mahjonggames) These gaming machines may play stepwise game as in the gamingmachine 1 in the base game instead of the bonus game.

Though three reels are arranged in a horizontal row in the gamingmachine 1, the number of reels is not restricted to 3. The number ofreels may be 5 or 9, for example.

The present invention is also applicable to gaming machines mounted withdisplay devices capable of displaying images (e.g., display devicesusing organic EL) other than the liquid crystal display devices 41, 140.

The present invention can provide a gaming machine which can easilycarry out an operation for acquiring explanations concerning gamingcontents while proceeding with game.

It is apparent that various embodiments and modifications of the presentinvention can be embodied, based on the above description. Accordingly,it is possible to carry out the present invention in the other modesthan the above-mentioned best mode, within the following scope of claimsand the scope of equivalents.

1. A gaming machine comprising a first display device and a second display device for displaying an image; display control unit for controlling the display of the first and second display devices; shift determining unit for determining whether a shift condition for shifting a game from a base game to a bonus game is satisfied or not; and shifting unit for shifting the game from the base game to the bonus game according to a result of determination by the shift determining unit; the gaming machine further comprising a touch input device, disposed in front of the first display device, for inputting input information corresponding to a touch position of a finger; wherein, after the shifting unit shifts the game to the bonus game, the display control unit causes the first display device to display a gaming image including a help operation key image for displaying a gaming explanation image concerning a gaming content in the bonus game, and causes the second display device to display the gaming explanation image when the input information corresponding to the help operation key image is fed from the touch input device.
 2. A gaming machine according to claim 1, wherein the display control unit displays as the gaming image an image including a gaming operation image for performing a gaming operation in the bonus game.
 3. A gaming machine according to claim 1, further comprising operation deactivating unit by which, in first and second game operations sequentially performed by a player with the gaming operation image, the second game operation is deactivated after a predetermined period from the first game operation.
 4. A gaming machine comprising first display means and second display means for displaying an image; display control means for controlling the display of the first and second display means; shift determining means for determining whether a shift condition for shifting a game from a base game to a bonus game is satisfied or not; and shifting means for shifting the game from the base game to the bonus game according to a result of determination by the shift determining means; the gaming machine further comprising touch input means, disposed in front of the first display means, for inputting input information corresponding to a touch position of a finger; wherein, after the shifting means shifts the game to the bonus game, the display control means causes the first display means to display a gaming image including a help operation key image for displaying a gaming explanation image concerning a gaming content in the bonus game, and causes the second display means to display the gaming explanation image when the input information corresponding to the help operation key image is fed from the touch input means.
 5. A gaming machine according to claim 4, wherein the display control means displays as the gaming image an image including a gaming operation image for performing a gaming operation in the bonus game.
 6. A gaming machine according to claim 4, further comprising operation deactivating means by which, in first and second game operations sequentially performed by a player with the gaming operation image, the second game operation is deactivated after a predetermined period from the first game operation. 